1500bc - 1050bc (Stilgar08's rule)

Stilgar08

Emperor
Joined
Nov 6, 2002
Messages
1,535
Location
Zeven, Germany (Lower Saxony ;)
It is the year of NO Lord 1550b.c. and the Mongolian Empire is seeking for expansion and military-consolidation. After the glorius Time of Khan BlkBird
it is now upon Khan Stilgar08 to direct the ways and to bring the Empire to Fame and Fortune!

Since Stilgar08 is a man of the people he allowed a lot of discussion among his advisors at the way how to proceed and although he feels the chosen ways the seers foresaw are not all in all the right way to go, he will do so in order to establish friendly ways with the not-yet existing Gods.

Let's hope, luck, bravery, strength and wit will be with us! :)

The Rule of Khan Stilgar08

1-1500bc
Barb warriors show up s of Turfan
We learn Sailing
Following the seers of our Empire I will find the ways of Iron Working.
We connect the horses!
Karakorum finsihes worker-slave-gang3 and immediately starts settler
slavegang 1 chops for 20hammers near Beshbalik
slavegang 2 moves ene from Turfan into the forrests to chop nxt turn . (I would have gone on the hill near the wheat if the barb hadn't shown up...)
slavegang3 moves wsw on wooded hill to start chopping to help settler-build the next turn
I'm surprised to see scout1 in such a place but since he's already there, I'll move him south to discover the southern peninsula...
scout2 moves west across the mountains towards the cow - A wise move: In the FOW south of the future city-spot a barb-warrior was waiting for him!
scout3 moves south near coast
The Karakorum New Archer (The garrison of Karakorum) has not yet taken a promotion although it deserves one.
Usually I'd pick garrison1 but this time it's wise to get pure strength since he eventually will move towards Turfan in case the barb warrior nearby gets funny ideas...
Our own barbhunter warrior moves back towards Karakorum for protection


The Mightiest Empires:

1. Hatshepsut
2. Unknown
3. Saladin
4. Unknown
5. Early Bird


2-1450bc

Scout3 moves w along the Egyptian border. I want to wait a bit until offering open border to Hatshepsut (Wanna build the settler in K. first - 5turns without chopping right now)
Sc.2 moves on westwards along the coast. Could it be that Egypt FOUNDED Hinduism? looks like it - There's a star next to the Hindu-sign of Hatty.
The barb at Turfan disappeared again. Our warrior-hunter moves towards K.


3-1400bc
Moving sc.2 nw towards Arab-border.
The Arab Archer-settler-combo is seen by scout3. Looks like he's heading back to find a better spot for his settler...
wood of slavegang1 went to Beshbalik, He now heads for the wheat near Beshbalik.
wood of slavegang2 went to Turfan. He will continue to chop next turn.
slavegang 3 chops hill near Karakorum - MMing K. to have one more food by using citizen one tile up n.

4-1350bc
Settler-archer of Saladin moves into his own territory..
sc.1 moves to the most eastern land-tongue of the peninsule and spots fishes north.
sc.2 got moved back due to border-expansion of Hatty
I decide to propose open borders to Hatty - She accepts!!
Sc.2 moves into Egyptian lands..(nw)
Memphis isn't worked very well, yet (no farms, no roads...)
slavegang3 roads hill, slavegang 2 moves on to the next chop - hill between Turfan and Beshbalik,
slavegang1 one cultivates wheat.
our warrior is sw of Karakorum elephant!

5-1300bc
settler's finished in Karakorum - I start on Archer
As our seers have foreseen- I'll escort the settler with the Archer. He'll be there in 9 turns...
2 of Saladins warriors show up sw of Karakorum
sc.3 sees two archers in Memphis and moves on north, sc 2 moves n and will cross Egyptian territory soon.

6-1250bc
Karakorum builds archer- I promote him with garrison I and rename him "Karakorum Garrison". He fortifies in the city!

Karakorum will grow in 3, a library would take 6 turns without chopping or whipping,
A worker would be ready in 3 but I feel it would be too early for him...
Another settler doesn't make sense to me right now, as well (Money makes the world go round)
I start a library!
sc1 nears the most southern part of the peninsula, very well aware of the dangers which maybe lying there..
sc3 proceeds north through Egyptian territory and sees Theben, the Egyptian captital: It's size 7 AND the Hindu-holy city. 3 Archers and a Hindu missionary are stationed there!
sc2 moves on north.
slavegang3 moves s on the next wooded hill to chop forrest there!

7-1200bc
We reached the classical era! We found the ways of Iron Working! In Order to make the best of our special talents I will now research the art of riding (Keshik’s on the way!)!
It will be ready in 7turns.

We have Iron! Hail to our seers! :) It's directly next to Karakorum! Another source is spotted (sp.?) 3west of Beshbalik! The unknown Gods are smiling upon our great nation!
Hatty has one Iron 2west, 1sw of Memphis. It's not yet in her territory but that's just a question of time! Another iron can be found in the very south of our peninsula!
As far as we know, Saladin doesn't have iron...

Our warrior spots the settler-archer pair of Saladin w of Karakorum. It seems they're heading towards our designated city-spot, maybe they'll stop earlier. I will keep a close look on that pair!
slavegang2 has finished chopping near the desert on hill nne of K. - The gang moves on to get the iron near K.! slavegang3 chops on hill wsw of K. I will whip to the lib next turn! ;)
sc1 meets arab warrior se of cityspot4. He moves on towards southern peninsula
sc3 sees that Theben has got rice and cows. He will continue his journey up nw.


8-1150bc
Saladin moves along our borders for exploratiopn (his 2 warriors I mean).
The Arab settler-archer-pair moves on sw towards OUR city-spot! The pair is followed by a second arab-archer
slavegang1 roads the wheat!
Beshbalik will finish its lib in 2 and will grow in 1!
Before Karakorum grows to 8 I whip the lib. That costs 1 citizen, K. has 6 citizens left. I mm K. and stop using the corn but using the iron (otherwise K. would have grown above possible happiness): Result: stagnation and lib ready in 1.
There's a barb nw of the copper at cityspot4!

9-1100bc
The lib is ready:
I turn one citizen into a specialist (scientist), hereby lowering FOOD-prduction, (that's what I meant to do the whole time!)
We don't loose any hammers with this and are currently running with -1food/turn which we can afford due to full reserves!
When K. recovers from whipping we can change worked tiles and grow again!
K begins war-chariot (ready in 1 turn, therefore we could start Stonehenge if we want to next turn.
:eek: Unbelievable!!! sc 3 spots a hut w of Theben! Let's see what we can get! :)
The Arab settler-pair obviously decided that cityspot4 is to far away for them! Things are turning out to be good!! A new Arab city seems to be sw of Karakorum.
sc2 discovers that the Egyptian city w to Turfan is Heliopolis. It has porks sw and is garrisoned by 2 archers and a warrior.
A worker-gang is cultivatiing the porks right now...
Funny enough the new Arab-city cut off the ways for our warrior. He heads back to K. to proceed s afterwards...
slavegang3 finishes chopping and moves back to help iron-mining and building a farm on the bananas.

10-1050bc
Karakorum finishes War-chariot and starts on Stonehenge (this is subject to discussion!)
Beshbalik finishes Library and starts workboat.- I turned off automated citizens there because the automation assigned one citizen as specialist. I withdrew the specialist for now and put him to work on the sea.
Slavegang1 finishes wheat-road and moves s towards Karakorum (maybe for chopping the forrest up 1 s of him?)
I misclicked sc3 - Sorry he was supposed to get the hut but went the other way. I would have reloaded if it wasn't forbidden.
sc2 is between Heliopolis and Theben and heads westwards towards the undiscovered lands!
The chariot is granted flank I by me and moves south towards city-spot4 and the southern peninsula
sc1 is in the far south and sees another patch of land nearby (tundra in the west).
The settler and the Karakorum New Archer divide and therefore the settler is currently ahead of his escort. If it truns out to be save he hereby could found the city 1-2turns earlier!
slavegang2 finishes mine on iron next to Karakorum. Together with slavegang3 they should road the tile asap!

The sun sets on the Mogolian Empire - Khan Stilgar08 looks at his empire with pride! He steps down and hands over the insignies of Power to the next heir: Khan SamE!

(I'll p.m. him right now!)
 

Attachments

Analysis and Outlook (I attached 2 screenshots for further clarification)

Units
The misclick of sc3 in front of the hut was the most annoying part for me! :angry: I'm sorry, but there's nothing I can do! Sc3 should definitely head for the goodyhut westwards!
Sc2 should head for the undiscovered lands west of Theben and hereby cross the Egyptian borders wsw of Theben.
Sc1 is south. He can either secure the advance of our settler by moving to lookout1 or explore the coastline by moving further south. I'd suggest lookout1.

the 2 slavegangs near Karakorum should build a road for the iron and farm the bananas, until we have the ability to build a plantage there.
slavegang1 should head one s and chop tht forrest!
The warrior is free to go wherever you decide since we have a chariot now roaming the southern peninsula for barbs...
The settler's almost there followed by its garrison to be. It looks like we could grab this spot! (city4spot) IMO we should use Sc1 at lookout1 to ensure there’s no barb nearby. If there’s none (he could very well got killed by Saladins OR Hatty’s warriors), the settler could proceed to city4-spot followed by its escort. If there is a barb we can decide whether we only want to move the escort on the settler-tile or withdraw the settler on the escort tile while moving the archer into the barb’s direction!

Production

Turfan will finish library in 2, workboat will be ready in 10, disregarding growth of the cities.
Karakorum is set to build Stonehenge. This is subject to discussion! Not 1 single hammer has been used, yet!! Personally I would take that road! Obelisks will help out outstretched towns and we add GPP in K.!
Again: I know this is going to cause discussion, but I don't think we should pump out units with such a poor economy!

I personally would build eiter barracks or granary in Turfan next...

City-handling:

Turfan needs to grow! I wouldn't build workers or settlers there!
Beshbalik is doing fine and the workboat makes perfect sense to me - By the time it is finished we will be able to grab the clams! After that I would build a worker there.
We have to be careful about happiness here, too. Beshbalik will reach the limit in 4 turns
I had to turn off automated citizens because the automation assigned a specialist in Beshbalik which is neither necessary nor useful at the moment!
Karakorum is starving, but only because the reserves are full! By readjusting the citizens we could have surplus again from scratch!
We just have to keep an eye on the city - Once the +1unhappiness from whipping vanishes (should be in 4turns) we could set Karakorum back to grow to size 7 without necesserily withdrawing the specialist. Without any changes or additions to GPP we will get the first Great person of Mongolia in 23turns. And there will be changes, I'm sure ;) .
The iron near K. is mined and needs to get connected to the trade network.

Research and Foreign affairs:
riding will be known in 3 turns! After that I would vote for Alphabet again :mischief: ...
We have open borders with Hatty but it hasn't paid off relationship-wise. But it will! Eventually we will get "infected" with Hinduism! Since we don't have a good chance to get a religion of our own we should then convert to Hinduism, IMHO!

that's it! I'm pretty content with my own 10 turns and hope the majority sees it the same way!?!

Merry Christmas!!! Stilgar!
 

Attachments

  • Egypt and unknown.jpg
    Egypt and unknown.jpg
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  • city4-how to do it.JPG
    city4-how to do it.JPG
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I thought misclicks are allowed to be corrected to some degree... Where are the exact rules regarding this anyway?
 
I'm pretty sure we allow reloads for pure misclicks, as long as events of the turn are replicated faithfully. Even GOTM and RBCiv let you recover from reasonable mistakes.
 
I'm here! I boldly accept the great title of Khan Early Bird VII, and wish to bring prosperity to our great Khanate (or whatever it's called). Anyway, I've looked at the save and here's the tech screen if anyone's wondering.
Tech_Screen_1050_BC.JPG


I'm open to discussions, but I'll start another thread for that. First, what's the ruling on the misclick?
 
What's done is done. Even the greatest of us make mistakes. Now it's our initiative to take it forward from there.

Sciences : Now that we've got our Keshiks, Construction must be next, to give us the ability to build catapults. Catapults this early in the game are insanely powerful and will ease our conquering of cities.
 
Even if I would have wanted to reload I couldn't have done it.. I still had autosaves on every 4 turns instead of every single one in my .ini! :blush: I changed that by now!!!
Again: I'm sorry. I hope we won't miss out on the hut now (I doubt we will, though ;) )

I'll be back in the forums on Wednesday! RL takes up my time!

Anyways: :newyear: everybody!
 
Well, my suggestions can be found in the Outlook and Analysis! Any further proposals or suggestions for SamE?? Otherwise, SamE: You should make some suggestions of your own and start discussion or, if no one discusses, play the game! :)
 
what happened to the 72hr limit between turns? SamE posted the picture on dec 26th, haven't seen them in this thread since. Get going or find someone who will! ^.^
 
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